House Rules: Dragons

Dragons deserve their own little section because they are such a unique case. First, I only allow players to be hatchlings. This should be the standard in any game. Unfortunately, Palladium is never really clear on the abilities of dragon hatchlings (though information on adult dragons abounds in at least a couple of books). Because of this, I have compiled the following based on information in Dragons & Gods (D&G) and the RMB as a list of abilities and things to provide a dragon hatchling player:

1. Attributes: Attributes are rolled standard as described in Character Generation. Even dragons could, potentially, have exceptional attributes.

2. Natural Abilities: Dragons have all natural abilities common to their species. In addition, all dragons have the ability to alter their size at will (as per the ability listed in D&G, p.15) and metamorphosis (as per the ability listed in D&G, p.15).

3. Spell Magic: Despite what it says in the RMB, I prefer the following system. Dragons are creatures of magic and, thus, should start with some innate spell knowledge. Players may choose four spells total from levels 1-6 (not four from each level). All of these spells must be of the same type (i.e. all Wizard spells, all temporal spells, etc.). For every three levels of experience, the player may choose one additional spell from a level equal to or less than that of the character. All other spells must be learned, taught, or stolen.

4. Strength: As specified in Dragons & Gods, p.14, dragon hatchlings have supernatural strength and do damage based on the table listed.

5. Miscellaneous: This is just a section for abilities/characteristics that didn't fit anything else. First, dragons are creatures of magic and while they do not feed on mystic energy, they do have a certain need for it. For this reason, any dragon that travels to a world or dimension where magic is waning or nearly non-existent (such as the Heroes Unlimited Earth or Robotech Earth), the creature feels lethargic and slow (-3 to all actions and half the normal attacks per melee). On worlds where magic flows like water in a river (such as Rifts Earth), dragons are rather hyperactive and prefer not to nap or sleep, rather like a giddy schoolgirl. On most worlds, however, dragons behave normally and sleep for a few decades every couple of centuries.